using UnityEngine; using System.Collections; using UnityEngine.UI; using UnityEngine.EventSystems; public class UIButtonEvents : UISceneLoader, IPointerDownHandler, ISelectHandler, ISubmitHandler { public bool selectOnStart; public string SFXOnButtonPress = ""; public string SFXOnButtonSelect = ""; private InputManager inputManager; [HideInInspector] public float menuOpenTime; void OnEnable() { menuOpenTime = Time.time; InputManager.onInputEvent += OnInputEvent; if(inputManager == null) inputManager = GameObject.FindObjectOfType(); if(selectOnStart) EventSystem.current.SetSelectedGameObject(gameObject); } void OnDisable() { InputManager.onInputEvent -= OnInputEvent; } void OnInputEvent(string action, BUTTONSTATE buttonState){ if(buttonState != BUTTONSTATE.PRESS) return; //only apply the following actions if this UI gameobject is currently selected if(EventSystem.current.currentSelectedGameObject != gameObject) return; //move navigation up if(action == "Up"){ Selectable elementUp = EventSystem.current.currentSelectedGameObject.GetComponent().FindSelectableOnUp(); if(elementUp != null) StartCoroutine(selectUIItem(elementUp.gameObject)); } //move navigation down if(action == "Down"){ Selectable elementDown = EventSystem.current.currentSelectedGameObject.GetComponent().FindSelectableOnDown(); if(elementDown != null) StartCoroutine(selectUIItem(elementDown.gameObject)); } //move navigation left if(action == "Left"){ Selectable elementLeft = EventSystem.current.currentSelectedGameObject.GetComponent().FindSelectableOnLeft(); if(elementLeft != null) StartCoroutine(selectUIItem(elementLeft.gameObject)); } //move navigation right if(action == "Right"){ Selectable elementRight = EventSystem.current.currentSelectedGameObject.GetComponent().FindSelectableOnRight(); if(elementRight != null) StartCoroutine(selectUIItem(elementRight.gameObject)); } } //select another ui gameobject IEnumerator selectUIItem(GameObject GO){ yield return null; //skip 1 frame, otherwise the OnControllerInputEvent triggers all ui items in a row EventSystem.current.SetSelectedGameObject(GO); } void Update(){ //ensure a button select even when a mouse takes the focus of a button away if(inputManager == null) return; if(inputManager.inputType == INPUTTYPE.JOYPAD || inputManager.inputType == INPUTTYPE.KEYBOARD){ if(EventSystem.current.currentSelectedGameObject == null && selectOnStart) EventSystem.current.SetSelectedGameObject(gameObject); } } //Play a sfx when this button is selected or on mouseover public virtual void OnSelect(BaseEventData eventData){ if(Time.time - menuOpenTime > .1f) GlobalAudioPlayer.PlaySFX(SFXOnButtonSelect); } //Play a sfx when this button is activated by a controller public virtual void OnSubmit(BaseEventData eventData){ GlobalAudioPlayer.PlaySFX(SFXOnButtonPress); } //Play a sfx when this button is clicked or touched public virtual void OnPointerDown(PointerEventData eventData){ GlobalAudioPlayer.PlaySFX(SFXOnButtonPress); } }